Files
opensim/OpenSim/Region/Environment/Scenes/InnerScene.cs
Teravus Ovares 5cf96daaf2 * Enabled dead region tracking for ChildAgentDataUpdates
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.   
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim.   This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance.   This means that with this enabled, you can see prim in other regions in grid mode.   Very experimental.
2008-01-22 08:52:51 +00:00

973 lines
31 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Types;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void PhysicsCrash();
public class InnerScene
{
#region Events
public event PhysicsCrash UnRecoverableError;
#endregion
#region Fields
public Dictionary<LLUUID, ScenePresence> ScenePresences;
// SceneObjects is not currently populated or used.
//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
public Dictionary<LLUUID, EntityBase> Entities;
public BasicQuadTreeNode QuadTree;
protected RegionInfo m_regInfo;
protected Scene m_parentScene;
protected PermissionManager PermissionsMngr;
protected int m_numRootAgents = 0;
protected int m_numPrim = 0;
protected int m_numChildAgents = 0;
protected int m_physicalPrim = 0;
internal object m_syncRoot = new object();
public PhysicsScene _PhyScene;
#endregion
public InnerScene(Scene parent, RegionInfo regInfo, PermissionManager permissionsMngr)
{
m_parentScene = parent;
m_regInfo = regInfo;
PermissionsMngr = permissionsMngr;
QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, 256, 256);
QuadTree.Subdivide();
QuadTree.Subdivide();
}
public PhysicsScene PhysicsScene
{
get { return _PhyScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
try
{
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
}
catch (NullReferenceException)
{
// This occurs when storing to _PhyScene the first time.
// Is there a better way to check the event handler before
// getting here
// This can be safely ignored. We're setting the first inital
// there are no event handler's registered.
}
_PhyScene = value;
_PhyScene.OnPhysicsCrash += physicsBasedCrash;
}
}
public void Close()
{
ScenePresences.Clear();
//SceneObjects.Clear();
Entities.Clear();
}
#region Update Methods
internal void UpdatePreparePhysics()
{
// If we are using a threaded physics engine
// grab the latest scene from the engine before
// trying to process it.
// PhysX does this (runs in the background).
if (_PhyScene.IsThreaded)
{
_PhyScene.GetResults();
}
}
internal void UpdateEntities()
{
List<EntityBase> updateEntities = GetEntities();
foreach (EntityBase entity in updateEntities)
{
entity.Update();
}
}
internal float UpdatePhysics(double elapsed)
{
lock (m_syncRoot)
{
return _PhyScene.Simulate((float) elapsed);
}
}
internal void UpdateEntityMovement()
{
List<EntityBase> moveEntities = GetEntities();
foreach (EntityBase entity in moveEntities)
{
entity.UpdateMovement();
}
}
#endregion
#region Entity Methods
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
sceneObject.RegionHandle = m_regInfo.RegionHandle;
sceneObject.SetScene(m_parentScene);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalID = m_parentScene.PrimIDAllocate();
}
sceneObject.UpdateParentIDs();
AddEntity(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
if (!Entities.ContainsKey(sceneObject.UUID))
{
// QuadTree.AddObject(sceneObject);
lock (Entities)
{
Entities.Add(sceneObject.UUID, sceneObject);
}
m_numPrim++;
}
}
public void AddPhysicalPrim(int number)
{
m_physicalPrim++;
}
public void RemovePhysicalPrim(int number)
{
m_physicalPrim--;
}
public void RemovePrim(uint localID, LLUUID avatar_deleter)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase obj in EntityList)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup) obj).LocalId == localID)
{
m_parentScene.RemoveEntity((SceneObjectGroup) obj);
m_numPrim--;
return;
}
}
}
}
public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
{
ScenePresence newAvatar = null;
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
newAvatar.IsChildAgent = child;
if (child)
{
m_numChildAgents++;
MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new child agent.");
}
else
{
m_numRootAgents++;
MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new root agent.");
MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Adding Physical agent.");
newAvatar.AddToPhysicalScene();
}
lock (Entities)
{
if (!Entities.ContainsKey(client.AgentId))
{
Entities.Add(client.AgentId, newAvatar);
}
else
{
Entities[client.AgentId] = newAvatar;
}
}
lock (ScenePresences)
{
if (ScenePresences.ContainsKey(client.AgentId))
{
ScenePresences[client.AgentId] = newAvatar;
}
else
{
ScenePresences.Add(client.AgentId, newAvatar);
}
}
return newAvatar;
}
public void SwapRootChildAgent(bool direction_RC_CR_T_F)
{
if (direction_RC_CR_T_F)
{
m_numRootAgents--;
m_numChildAgents++;
}
else
{
m_numChildAgents--;
m_numRootAgents++;
}
}
public void removeUserCount(bool TypeRCTF)
{
if (TypeRCTF)
{
m_numRootAgents--;
}
else
{
m_numChildAgents--;
}
}
public void RemoveAPrimCount()
{
m_numPrim--;
}
public void AddAPrimCount()
{
m_numPrim++;
}
public int GetChildAgentCount()
{
return m_numChildAgents;
}
public int GetRootAgentCount()
{
return m_numRootAgents;
}
public int GetTotalObjects()
{
return m_numPrim;
}
public int GetActiveObjects()
{
return m_physicalPrim;
}
#endregion
#region Get Methods
/// <summary>
/// Request a List of all m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
List<ScenePresence> result;
lock (ScenePresences)
{
result = new List<ScenePresence>(ScenePresences.Values);
}
return result;
}
public List<ScenePresence> GetAvatars()
{
List<ScenePresence> result =
GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
return result;
}
/// <summary>
/// Request a filtered list of m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
List<ScenePresence> result = new List<ScenePresence>();
List<ScenePresence> ScenePresencesList = GetScenePresences();
foreach (ScenePresence avatar in ScenePresencesList)
{
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence GetScenePresence(LLUUID avatarID)
{
if (ScenePresences.ContainsKey(avatarID))
{
return ScenePresences[avatarID];
}
return null;
}
private SceneObjectGroup GetGroupByPrim(uint localID)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup) ent).HasChildPrim(localID))
return (SceneObjectGroup) ent;
}
}
return null;
}
private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup) ent).HasChildPrim(fullID))
return (SceneObjectGroup) ent;
}
}
return null;
}
public EntityIntersection GetClosestIntersectingPrim(Ray hray)
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection returnResult = new EntityIntersection();
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup reportingG = (SceneObjectGroup) ent;
EntityIntersection result = reportingG.TestIntersection(hray);
if (result.HitTF)
{
if (result.distance < closestDistance)
{
closestDistance = result.distance;
returnResult = result;
}
}
}
}
return returnResult;
}
public SceneObjectPart GetSceneObjectPart(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetChildPart(localID);
else
return null;
}
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
{
SceneObjectGroup group = GetGroupByPrim(fullID);
if (group != null)
return group.GetChildPart(fullID);
else
return null;
}
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
ScenePresence presence;
if (ScenePresences.TryGetValue(avatarId, out presence))
{
if (!presence.IsChildAgent)
{
avatar = presence;
return true;
}
}
avatar = null;
return false;
}
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
if (!presence.IsChildAgent)
{
string name = presence.ControllingClient.FirstName + " " + presence.ControllingClient.LastName;
if (String.Compare(avatarName, name, true) == 0)
{
avatar = presence;
return true;
}
}
}
avatar = null;
return false;
}
public List<EntityBase> GetEntities()
{
List<EntityBase> result;
lock (Entities)
{
result = new List<EntityBase>(Entities.Values);
}
return result;
}
#endregion
#region Other Methods
public void physicsBasedCrash()
{
if (UnRecoverableError != null)
{
UnRecoverableError();
}
}
public LLUUID ConvertLocalIDToFullID(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetPartsFullID(localID);
else
return LLUUID.Zero;
}
public void SendAllSceneObjectsToClient(ScenePresence presence)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
// Only send child agents stuff in their draw distance.
// This will need to be done for every agent once we figure out
// what we're going to use to store prim that agents already got
// the initial update for and what we'll use to limit the
// space we check for new objects on movement.
if (presence.IsChildAgent && m_parentScene.m_sendTasksToChild)
{
LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition,oLoc);
//MainLog.Instance.Verbose("DISTANCE", distResult.ToString());
if (distResult > 60)
{
int x = 0;
}
if (distResult < presence.DrawDistance)
{
// Send Only if we don't already know about it.
// KnownPrim also makes the prim known when called.
if (!presence.KnownPrim(((SceneObjectGroup) ent).UUID))
((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence);
}
}
else
{
((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence);
}
}
}
}
internal void ForEachClient(Action<IClientAPI> action)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
action(presence.ControllingClient);
}
}
#endregion
#region Client Event handlers
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="scale"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.Resize(scale, localID);
}
}
}
/// <summary>
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
/// Send to the Object Group to process. We don't know enough to service the request
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="AgentID"></param>
/// <param name="RequestFlags"></param>
/// <param name="ObjectID"></param>
public void RequestObjectPropertiesFamily(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags,
LLUUID ObjectID)
{
SceneObjectGroup group = GetGroupByPrim(ObjectID);
if (group != null)
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateSingleRotation(rot, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateGroupRotation(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateGroupRotation(pos, rot);
}
}
}
public void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateSinglePosition(pos, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateGroupPosition(pos);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="texture"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateTextureEntry(localID, texture);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="packet"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
{
group.UpdatePrimFlags(localID, (ushort) packet.Type, true, packet.ToBytes());
}
}
}
public void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.GrabMovement(offset, pos, remoteClient);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
public void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
{
group.SetPartName(Util.CleanString(name), primLocalID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
public void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
{
group.SetPartDescription(Util.CleanString(description), primLocalID);
}
}
}
public void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(agentID, group.UUID))
{
group.UpdateExtraParam(primLocalID, type, inUse, data);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="shapeBlock"></param>
public void UpdatePrimShape(LLUUID agentID, uint primLocalID, ObjectShapePacket.ObjectDataBlock shapeBlock)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(agentID, group.GetPartsFullID(primLocalID)))
{
group.UpdateShape(shapeBlock, primLocalID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="parentPrim"></param>
/// <param name="childPrims"></param>
public void LinkObjects(uint parentPrim, List<uint> childPrims)
{
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup parenPrim = null;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup) ent).LocalId == parentPrim)
{
parenPrim = (SceneObjectGroup) ent;
break;
}
}
}
List<SceneObjectGroup> children = new List<SceneObjectGroup>();
if (parenPrim != null)
{
for (int i = 0; i < childPrims.Count; i++)
{
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup) ent).LocalId == childPrims[i])
{
children.Add((SceneObjectGroup) ent);
}
}
}
}
}
foreach (SceneObjectGroup sceneObj in children)
{
parenPrim.LinkToGroup(sceneObj);
}
}
/// <summary>
/// Delink a linkset
/// </summary>
/// <param name="prims"></param>
public void DelinkObjects(List<uint> primIds)
{
SceneObjectGroup parenPrim = null;
// Need a list of the SceneObjectGroup local ids
// XXX I'm anticipating that building this dictionary once is more efficient than
// repeated scanning of the Entity.Values for a large number of primIds. However, it might
// be more efficient yet to keep this dictionary permanently on hand.
Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
List<EntityBase> EntitieList = GetEntities();
foreach (EntityBase ent in EntitieList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup obj = (SceneObjectGroup) ent;
sceneObjects.Add(obj.LocalId, obj);
}
}
// Find the root prim among the prim ids we've been given
for (int i = 0; i < primIds.Count; i++)
{
if (sceneObjects.ContainsKey(primIds[i]))
{
parenPrim = sceneObjects[primIds[i]];
primIds.RemoveAt(i);
break;
}
}
if (parenPrim != null)
{
foreach (uint childPrimId in primIds)
{
parenPrim.DelinkFromGroup(childPrimId);
}
}
else
{
MainLog.Instance.Verbose("SCENE",
"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
primIds);
}
}
/// <summary>
///
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
{
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup originPrim = null;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup) ent).LocalId == originalPrim)
{
originPrim = (SceneObjectGroup) ent;
break;
}
}
}
if (originPrim != null)
{
if (PermissionsMngr.CanCopyObject(AgentID, originPrim.UUID))
{
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
copy.ResetIDs();
lock (Entities)
{
Entities.Add(copy.UUID, copy);
}
m_numPrim++;
copy.StartScripts();
copy.ScheduleGroupForFullUpdate();
}
}
else
{
MainLog.Instance.Warn("SCENE", "Attempted to duplicate nonexistant prim id {0}", GroupID);
}
}
/// <summary>
/// Calculates the distance between two Vector3s
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <returns></returns>
public float Vector3Distance(Vector3 v1, Vector3 v2)
{
// We don't really need the double floating point precision...
// so casting it to a single
return
(float)
Math.Sqrt((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + (v1.z - v2.z)*(v1.z - v2.z));
}
#endregion
}
}